Fallof radius on DistanceTex Map

Hi guys,

Is there a workaround to control fallof radius on distance tex?

Regards,
Ledian

The radius controlling the falloff is calculated procedurally depending on the distance parameter. It would be useful to give us a bit more information about what you want to do with such control?
Another thing that may be of interest is that you can disable the falloff effect by enabling the inside/outside separate options and overriding the color with the inside/outside solid parameter.

Hi Aleksandar,

Thank you for your reply

I would like to have control on the fallof radius without secondary objs as reference.

For instance, in the below image I would like the yellow color/material to stop sharp (or controlled by a gradient ramp) at 15cm without adding a second obj

Is this currently possible, if yes, how?

Regards,
Ledian.

The reference object is something that cannot be bypassed since for the texture to work it must have a basis from which to measure distances. Try the following to achieve what you described - create a reference object, disable its renderability (Object properties>Renderable) and enable the ‘inside/outside’ ‘separate’ and ‘solid’ options (use black and white colors since you’re using the map as a mask); afterward, you control the map’s effect via the reference object’s parameters (i.e. a 15 cm radius sphere). If you wish to add a gradient ramp and maintain the specific distance - disable the ‘inside separate’ option and control the gradient via the ‘distance’ value. See the attached screenshots.


You can add additional control over the gradient by using the VRayDistanceTex as a source map for the Gradient Ramp (set gradient type to mapped), however, you would still need at least one reference object. If that is not satisfactory, simply use a Gradient Ramp and map it accordingly to produce the desired effect.

:roll_eyes: FFS…I’m really lost :roll_eyes:
Aleksanar, I’m sorry.
This thread supposes to be on the GPU section.
If possible let’s transfer it there.
I just saw your reply and I’m like… but the mapped option is not supported on GPU, why he wrote that? :|:expressionless:

Regards,
Ledian

I do not mind to have one reference (I actually need it), what I’m trying to avoid is having another reference in order to have that solid distance and sharp stop at the end.